import {
  document,
	window,
	HTMLCanvasElement,
	requestAnimationFrame,
	cancelAnimationFrame,
core,
	Event,
  Event0
} from "dhtml-weixin"
import * as THREE from './three/Three';

import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

import { CinematicCamera } from 'three/addons/cameras/CinematicCamera.js';
var requestId
Page({
  onShareAppMessage(){
    return getApp().onShare()
  },
  onShareTimeline(){
     return {title:"ThreeX 2.0"}
  },
	onUnload() {
		cancelAnimationFrame(requestId, this.canvas)
		this.worker && this.worker.terminate()
if(this.canvas) this.canvas = null
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
	},
  webgl_touch(e){
		const web_e = (window.platform=="devtools"?Event:Event0).fix(e)
		this.canvas.dispatchEvent(web_e)
  },
  onLoad() {
		document.createElementAsync("canvas", "webgl2").then(canvas => {
      this.canvas = canvas
      this.body_load(canvas).then()
    })
  },
  async body_load(canvas3d) {

    let camera, scene, raycaster, renderer, stats;

    const mouse = new THREE.Vector2();
    let INTERSECTED;
    const radius = 100;
    let theta = 0;

    init();
    animate();

    function init() {

      camera = new CinematicCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
      camera.setLens( 5 );
      camera.position.set( 2, 1, 500 );

      scene = new THREE.Scene();
      scene.background = new THREE.Color( 0xf0f0f0 );

      scene.add( new THREE.AmbientLight( 0xffffff ) );

      const light = new THREE.DirectionalLight( 0xffffff );
      light.position.set( 1, 1, 1 ).normalize();
      scene.add( light );

      const geometry = new THREE.BoxGeometry( 20, 20, 20 );

      for ( let i = 0; i < 1500; i ++ ) {

        const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );

        object.position.x = Math.random() * 800 - 400;
        object.position.y = Math.random() * 800 - 400;
        object.position.z = Math.random() * 800 - 400;

        scene.add( object );

      }

      raycaster = new THREE.Raycaster();

      renderer = new THREE.WebGLRenderer( { antialias: true } );
      renderer.setPixelRatio( window.devicePixelRatio );
      renderer.setSize( window.innerWidth, window.innerHeight );
      document.body.appendChild( renderer.domElement );

      stats = new Stats();
      document.body.appendChild( stats.dom );

      document.addEventListener( 'mousemove', onDocumentMouseMove );

      window.addEventListener( 'resize', onWindowResize );

      const effectController = {

        focalLength: 15,
        // jsDepthCalculation: true,
        // shaderFocus: false,
        //
        fstop: 2.8,
        // maxblur: 1.0,
        //
        showFocus: false,
        focalDepth: 3,
        // manualdof: false,
        // vignetting: false,
        // depthblur: false,
        //
        // threshold: 0.5,
        // gain: 2.0,
        // bias: 0.5,
        // fringe: 0.7,
        //
        // focalLength: 35,
        // noise: true,
        // pentagon: false,
        //
        // dithering: 0.0001

      };

      const matChanger = function ( ) {

        for ( const e in effectController ) {

          if ( e in camera.postprocessing.bokeh_uniforms ) {

            camera.postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];

          }

        }

        camera.postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
        camera.postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
        camera.setLens( effectController.focalLength, camera.frameHeight, effectController.fstop, camera.coc );
        effectController[ 'focalDepth' ] = camera.postprocessing.bokeh_uniforms[ 'focalDepth' ].value;

      };

      //

      const gui = new GUI();

      gui.add( effectController, 'focalLength', 1, 135, 0.01 ).onChange( matChanger );
      gui.add( effectController, 'fstop', 1.8, 22, 0.01 ).onChange( matChanger );
      gui.add( effectController, 'focalDepth', 0.1, 100, 0.001 ).onChange( matChanger );
      gui.add( effectController, 'showFocus', true ).onChange( matChanger );

      matChanger();

    }

    function onWindowResize() {

      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();

      renderer.setSize( window.innerWidth, window.innerHeight );

    }

    function onDocumentMouseMove( event ) {

      event.preventDefault();

      mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
      mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

    }

    function animate() {

      requestId = requestAnimationFrame( animate, renderer.domElement );

      render();
      stats.update();

    }


    function render() {

      theta += 0.1;

      camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
      camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
      camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
      camera.lookAt( scene.position );

      camera.updateMatrixWorld();

      // find intersections

      raycaster.setFromCamera( mouse, camera );

      const intersects = raycaster.intersectObjects( scene.children, false );

      if ( intersects.length > 0 ) {

        const targetDistance = intersects[ 0 ].distance;

        camera.focusAt( targetDistance ); // using Cinematic camera focusAt method

        if ( INTERSECTED != intersects[ 0 ].object ) {

          if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

          INTERSECTED = intersects[ 0 ].object;
          INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
          INTERSECTED.material.emissive.setHex( 0xff0000 );

        }

      } else {

        if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

        INTERSECTED = null;

      }

      //

      if ( camera.postprocessing.enabled ) {

        camera.renderCinematic( scene, renderer );

      } else {

        scene.overrideMaterial = null;

        renderer.clear();
        renderer.render( scene, camera );

      }

    }
  }
})